Desenvolvimento e avaliação da efetividade do jogo Bakterion no conhecimento de estudantes da área da saúde sobre o uso de antimicrobianos

Nenhuma Miniatura disponível
Data
2025-03-14
Autores
Campos, Ludmila Rosario
Título da Revista
ISSN da Revista
Título de Volume
Editor
Universidade Federal do Espírito Santo
Resumo
Introduction: Serious games have been widely used to develop knowledge and skills in the healthcare field; however, games specifically focused on microbiology remain scarce. This study evaluated the effectiveness of the serious card game Bakterion as an educational tool for teaching microbiology and antimicrobial agents. Methods: The game development followed three stages: i) Empathy: The selection of microbiology as the central theme was based on its relevance to health-related courses and global challenges such as antimicrobial resistance and the COVID-19 pandemic. Bacteriology was prioritized due to the impact of inappropriate antimicrobial use. ii) Ideation: The chosen content—bacterial identification, antimicrobial use, and good laboratory practices—was structured to guide the game's design, inspired by Munchkin®. A card-based format was selected for its suitability for educational purposes. iii) Implementation: An initial prototype was developed, tested by the research team, and refined based on received feedback, resulting in the final version. The game’s effectiveness was evaluated through an experimental design with two groups: control (traditional lecture) and experimental (Bakterion-based lesson). Student knowledge was assessed using a questionnaire with six multiple-choice and six open-ended questions (total score: 0 to 12 points). A post-test comparison between groups was conducted using the Student’s t-test for independent samples, considering p-values ≤ 0.05 statistically significant. Students' perceptions were assessed using a 16-item questionnaire with a 5-point Likert scale. Results: Bakterion consists of 54 score markers and two decks totaling 200 cards, categorized into bacterial species, antibiograms, culture media, specialists, personal protective equipment (PPE), and antimicrobials. The game includes a detailed manual, and its card design facilitates element association, even for players without prior knowledge. The comparison between groups revealed a statistically significant difference in performance (t = 3.549; p = 0.002), with higher scores in the experimental group (Control: 6.22 ± 1.64 vs. Experimental: 9.44 ± 2.25). Additionally, 90.5% of participants found the game's visual elements appealing, 81% considered its mechanics engaging, and 66.7% stated that the game helped consolidate their knowledge. However, only 57.1% reported improved ability to apply concepts to more complex clinical scenarios. Conclusion: The findings indicate that Bakterion is a promising tool for teaching microbiology and antimicrobial agents, complementing traditional methods in a dynamic and accessible manner. Furthermore, the game shows potential to expand interest in the subject among new audiences, such as high school students, fostering learning about antimicrobial resistance and preventive measures
Descrição
Palavras-chave
Jogos sérios , Design Thinking , Game design , Aprendizagem baseada em jogos , Gamificação , Microbiologia , Microrganismos , Bactéria , Resistência bacteriana , Antimicrobianos , Serious games , Game design , Game-based learning , Gamification , Microbiology , Microorganisms , Bacterial resistance , Antimicrobials , Educational games
Citação